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Topic: Release: 3.7.0 RC2 (Read 19216 times)

Release: 3.7.0 RC2

We managed to take care of quite a few significant issues in RC1, so we're now ready to present the community with 3.7.0 RC2! This is based on revision 9691.Previous 3.7.0 RC1 Release Thread

Important!!As always, you need OpenAL installed. Linux and OS X come with it but Windows users will need to get Creative's OpenAL installer.

Important!!Also, since the internal code linking for TrackIR was revised, an external DLL is now required for FSO to use TrackIR functions.The following DLL is simply unpacked in to you main FreeSpace2 root dir.TrackIR is only supported on Windows.TrackIR SCP DLL (Mirror) (Mirror) (Mirror)

code cleanup related to Mantis #2845...straighten out and standardize the differences between the various OPF_SHIP_WING_* argument typesmake sure all ships using an OPF_SHIP_WING_* type actually specify and handle the type they need to (removing the ones that don't make sense, e.g. you can't set the orientation of a waypoint)enforce type safety by clarifying the distinction between "any ship on a team" and "every ship on a team", and splitting the OSWPT_TYPE_TEAM type to accommodate this (which maintains compatibility with the original OPF_SHIP_WING_TEAM type)------------------------------------------------------------------------r9644 | Echelon9 | 2013-04-22 07:09:29 -0500 (Mon, 22 Apr 2013) | 1 line

Fix for loading of AVIs in BP. As discussed with The_E on IRC, this bug may have had a range of unintended consequences, although not clear why it hasn't been picked up already.------------------------------------------------------------------------r9655 | Echelon9 | 2013-04-28 08:51:41 -0500 (Sun, 28 Apr 2013) | 1 line

Fix for Mantis 2829: If it doesn't like trying to @param a double stuffed func, then don't. We have the @params defined in the original draw_func_ptr anyway.------------------------------------------------------------------------r9670 | Zacam | 2013-05-04 00:59:26 -0500 (Sat, 04 May 2013) | 2 lines

Fix Mantis 2859: Game crashes if mod is changed with the same pilot in use. From niffiwan.------------------------------------------------------------------------r9675 | Goober5000 | 2013-05-07 20:43:47 -0500 (Tue, 07 May 2013) | 1 line

fix for Mantis #2856 - combine all the has-[un]docked[-delay] sexp functions and make adjustments for the order of ship checks------------------------------------------------------------------------r9677 | Echelon9 | 2013-05-10 09:46:32 -0500 (Fri, 10 May 2013) | 1 line

Small fix to selection set / multitarget / hotkey wing behavior. If a set is not active and something is targeted that is in a set, pressing THAT set's key will not change targets, but just activate the set.------------------------------------------------------------------------r9681 | niffiwan | 2013-05-29 05:26:16 -0500 (Wed, 29 May 2013) | 1 line

Better error reporting for this issue (in order to help track down a Diaspora bug).------------------------------------------------------------------------r9686 | karajorma | 2013-05-31 04:18:14 -0500 (Fri, 31 May 2013) | 1 line

We only need to see this error once in FS2. Ensure that this instance only appears in FRED.------------------------------------------------------------------------r9687 | The_E | 2013-05-31 17:33:05 -0500 (Fri, 31 May 2013) | 1 line

Re: Release: 3.7.0 RC2

I figured that, but I'm wondering how it crashes. Does it display a message like "Your CPU does not support SSE2," or does it crash some other way (e.g., the standard Windows "This program has stopped working" or whatever)? If the latter is true, then does it crash immediately? (I'd try it myself if I could, but I don't have a non-SSE2 machine. That's why I'm asking.)

Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5aFound root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70fFound root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78You did not install the MediaVP update files. Get them here. (You need the three labeled "update.")

Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\fiction_viewer.vp' with a checksum of 0x3b5771b2Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\komet_fs2.vp' with a checksum of 0x5d3b2de5Whatever these files are, they do not belong in the root FS2 folder. Move or delete them.

Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' with a checksum of 0x2e10c984Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' with a checksum of 0x0a5f4659Delete these.

Re: Release: 3.7.0 RC2

I figured that, but I'm wondering how it crashes. Does it display a message like "Your CPU does not support SSE2," or does it crash some other way (e.g., the standard Windows "This program has stopped working" or whatever)? If the latter is true, then does it crash immediately? (I'd try it myself if I could, but I don't have a non-SSE2 machine. That's why I'm asking.)

It depends on the OS, since it's going to handle the exception generated by the CPU. On Windows it'd be the same as when a .exe/.dll is corrupted or has been undeleted and has some trash in it; to know exactly you should Google info about CPU & OS hardware exception handling.

Re: Release: 3.7.0 RC2

I just got the same error message after playing the FS1 mission "Tenderizer" on FSPort, except it was Alpha 3 instead of Alpha 4. Alpha 3 died before the mission ended, so I think that may be part of what's causing the problem.

Re: Release: 3.7.0 RC2

I'm getting the same message anytime one of my wingmen dies on a red alert mission. The mission can then be played and the missing wingman is recreated. If I replay the mission and all my wingmen survive I don't get the message. This has happened on several different campaigns. I am using the current nightly, but it happened on Release 3.7.0 RC2 first.

Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.The difference between Mechanical Engineers and Civil Engineers is:Mechanical Engineers build weapons. Civil Engineers build targetsAn optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

Re: Release: 3.7.0 RC2

Could you please use the test campaign/missions from this mantis ticket & let me know if you can reproduce the bug? I thought I'd tested the suspect patch fairly extensively with this test case.\

edit: hmmm... did this error occur when your wingmen were flying Ulysses class fighters? (or for fsport, whatever is the 1st defined ship in the mod? i.e. ship index 0?)edit2: actually, after a bit more reading, I don't think the ship class is relevant. Maybe more relevant is, how did the bugged wingmen die / exit the mission?edit3: reproduced with Tenderizer... for some reason none of my destroyed wingmen were written to the pilot file... edit4: oh for crying out loud, why do none of your wingmen have the "red-alert-carry" flag in that mission (guess that explains the bug, I didn't handle a red-alert use case that I didn't know about)

Re: Release: 3.7.0 RC2

I've created a patch and attached it to the mantis ticket. Could you please give it a test? Or if it makes it easier, I can push the patch into trunk and you can grab the next nightly, just let me know.

And a few issues to note:- I'm unable to switch campaigns if the current campaign that the pilot is using is unavailable "pilot save file for the campaign is invalid".- If I've previously run into an error where it says "Red Alert: asked to delete ship (blah) with invalid ship state" and I try to load the next mission, I don't encounter that error anymore, but my weapons loadout gets reset to the default loadout (or at least what I assume is the default loadout for the mission) after the next mission is loaded. I don't know if that problem occurs if I do a normal playthrough anymore, as I haven't had the chance to test that yet.E: I don't encounter the red alert error anymore, but my weapons loadout gets reset to the default loadout (or at least what I assume is the default loadout for the mission) after the next mission is loaded.

And a few issues to note:- I'm unable to switch campaigns if the current campaign that the pilot is using is unavailable "pilot save file for the campaign is invalid".- If I've previously run into an error where it says "Red Alert: asked to delete ship (blah) with invalid ship state" and I try to load the next mission, I don't encounter that error anymore, but my weapons loadout gets reset to the default loadout (or at least what I assume is the default loadout for the mission) after the next mission is loaded. I don't know if that problem occurs if I do a normal playthrough anymore, as I haven't had the chance to test that yet.E: I don't encounter the red alert error anymore, but my weapons loadout gets reset to the default loadout (or at least what I assume is the default loadout for the mission) after the next mission is loaded.

Thanks for testing. It seems that "pilot save file for the campaign is invalid" error is not related to the red alert issue, could you please create a new mantis for it? Could you also include steps on how you produced this error?

I'll also have to investigate the reset to default loadout issue, I thought I'd tested this previously I assume by next mission you mean in "Shell Game" (which follows Tenderizer) your craft is reset to a Herc with 2x Avenger primary banks? And the Herc's default secondaries?

Re: Release: 3.7.0 RC2

Well, when I started playing "Universal Truth" in BP1, I chose Balor and Maxim for primaries, and Harpoons and Trebuchets for secondaries. When the game red-alerted to "Journey's End", I only had Balors, Subachs, and one bank of Harpoons.

I haven't tested with "Tenderizer"/"Shell Game" yet, but after looking at Journey's End and Universal Truth in FRED, I'm now guessing that the loadout bug is caused by the Team Loadout in "Journey's End", as the Team Loadout in that mission does not have Maxims or Trebuchets.

Edit: OK, I tested with "Tenderizer" and "Shell Game", and my weapons loadout was fine after I completed tenderizer.

Re: Release: 3.7.0 RC2

Well, when I started playing "Universal Truth" in BP1, I chose Balor and Maxim for primaries, and Harpoons and Trebuchets for secondaries. When the game red-alerted to "Journey's End", I only had Balors, Subachs, and one bank of Harpoons.

I haven't tested with "Tenderizer"/"Shell Game" yet, but after looking at Journey's End and Universal Truth in FRED, I'm now guessing that the loadout bug is caused by the Team Loadout in "Journey's End", as the Team Loadout in that mission does not have Maxims or Trebuchets.

Edit: OK, I tested with "Tenderizer" and "Shell Game", and my weapons loadout was fine after I completed tenderizer.

Yep, I've confirmed that the Universal Truth/Journey's End loadout issue is due to the weapon pool values in Journey's End, missing Maxim/Trebuchets. Add them to bp-22.fs2 and the loadout is as expected. Except that I've found another bug where you get odd behaviour when one of your missile banks was empty. The empty bank either gets refilled (if the weapon is in the weapon pool) or removed entirely (if not) New mantis time, but target it for 3.7.2 I think, not 3.7.0